uniform sampler2D texture;
void main()
{
  vec4 c = texture2D( texture, gl_TexCoord[0].st );
  vec2 planeCoord = vec2(gl_TexCoord[0].xy);
  bool inSlope = false;
  float val = planeCoord.x + planeCoord.y;
  // Texture has pre-multiplied alpha - the color does not.
  vec4 color;
  color.rgb = gl_Color.rgb * gl_Color.a;
  color.a = gl_Color.a;
  gl_FragColor = c * color;

  int ival = int(val*100.0);
  int rem =  ival - ival/5 *5;
  if(rem == 0 )
  {
    gl_FragColor = vec4(0.0,0.0,0.0,1.0); 
  }  

}

